#region Using Statements using System; using System.Collections.Generic; using System.Linq; using System.Text; using ANX.Framework.Windows.DX10; using ANX.Framework.Windows.GL3; using System.IO; using ANX.RenderSystem.Windows.DX11; #endregion // Using Statements #region License // // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // This license governs use of the accompanying software. If you use the software, you accept this license. // If you do not accept the license, do not use the software. // // 1.Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning // here as under U.S. copyright law. // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2.Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations // in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to // reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution // or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in // section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed // patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution // in the software or derivative works of the contribution in the software. // // 3.Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your // patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or // object code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees, // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. #endregion // License namespace StockShaderCodeGenerator { public static class Compiler { public static void GenerateShaders() { Console.WriteLine("generating shaders..."); for (int i = 0; i < Configuration.Shaders.Count; i++) { Shader s = Configuration.Shaders[i]; Console.WriteLine("-> loading shader for type '{0}' (file: '{1}')", s.Type, s.Source); String source = String.Empty; if (File.Exists(s.Source)) { source = File.ReadAllText(s.Source); } Console.Write("--> compiling shader... "); try { s.ByteCode = CompileShader(s.RenderSystem, source); Console.WriteLine("{0} bytes compiled size", s.ByteCode.Length); s.ShaderCompiled = true; } catch (Exception ex) { s.ShaderCompiled = false; Console.WriteLine("--> error occured while compiling shader: {0}", ex.Message); } Configuration.Shaders[i] = s; } Console.WriteLine("finished generating shaders..."); } private static Byte[] CompileShader(string RenderSystem, string sourceCode) { byte[] byteCode; switch (RenderSystem) { case "ANX.Framework.Windows.DX10": byteCode = Effect_DX10.CompileFXShader(sourceCode); break; case "ANX.RenderSystem.Windows.DX11": byteCode = Effect_DX11.CompileFXShader(sourceCode); break; case "ANX.Framework.Windows.GL3": byteCode = ShaderHelper.SaveShaderCode(sourceCode); break; default: throw new NotImplementedException("compiling shaders for " + RenderSystem + " not yet implemented..."); } return byteCode; } } }